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109 lines
4.9 KiB
109 lines
4.9 KiB
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1 week ago
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import { TableNames } from "../game/ConfigTableData";
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export enum ConstEnum{
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BaseHp = 1,//基础生命值
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DefaultMonsterInterval = 4,//默认出怪间隔10s
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MonsterDeviationRate = 5,//出怪偏离系数
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WeaponLevelUpMoney = 6,//武器升级消耗金币
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MonsterWarnTime = 7,//怪物预警提前时间5s
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LastMonsterProgress = 8,//最后一波来袭时间80%进度
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WeaponMaxLevel = 9,//武器最大等级(局外)
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SkillRefreshWeight = 10,//技能刷新权重(绿、蓝、紫、橙)
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SkillActiveRefreshWeight = 11,//技能主动刷新权重(绿、蓝、紫、橙)
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ColJOfTheSkillTable = 12,//前X个宝箱权重读取技能表J列
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VideoAddCoin = 13,//视频广告奖励金币
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Chapter1SilverID = 14,//第一章前两个白银宝箱ID
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DiscountWeight = 15,//折扣权重
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UAVTime = 16,//无人机发射间隔/秒
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NoDoublePurpleSkillCount = 17,//2个紫色技能保底阈值
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NoPurpleAddWeight = 18,//每次未出紫色增加权重
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ChapterMaxLimitNum = 19,//上限组数(章节表4列每个的上限)
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ChapterWeaponFixedID = 20,//第一关首个武器宝箱固定ID
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guideSkill1 = 21,//关卡1引导第1个白银宝箱技能
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guideSkill2 = 25,//关卡1引导第2个白银宝箱技能
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ChapterIdOpenRemoveProp = 24,//可铲除道具开启章节
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InfiniteChallengeID = 25,//无限挑战章节ID
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ThunderRemoveObs = 26,//关卡劈障碍物,几秒后开始|次数下限,次数上限|劈间隔下限,间隔上限
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VinesGrass = 27,//关卡藤蔓,几秒后开始|次数下限,次数上限|劈间隔下限,间隔上限
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AccelerateGateSpeed = 28,//关卡加速门,几秒后开始|次数下限,次数上限|劈间隔下限,间隔上限,门存在时间,加速倍速,buff时间
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BombPropRange = 29,//关卡炸弹,炸弹范围,怪物伤害万分比
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DifficultyModleSkillIdArr = 30,//困难模式技能id
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DifficultyModleWeight = 31,//困难模式权重
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Paratroops = 32,//关卡空投怪物,几秒后开始|次数下限,次数上限|空投间隔下限,间隔上限,怪物id,怪物数量,怪物数量上限
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PropChallengeID = 33,//道具挑战章节ID
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AutoPopNewPlayPanel = 34,//自动弹出新机制面板
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//武器副本选择1,5,11|1,15,7|1,2,14|1,12,6|1,13,9
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WeaponModelChapterIDStr = 35,//武器副本章节ID
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//武器副本挑战次数
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WeaponChallengeID = 36,
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NoOrangeSkillCount = 37,//未出橙色技能保底阈值
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//宝箱副本数据
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BoxChallengeID = 38,//宝箱副本挑战次数
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/**血月机制-定时加速全体怪物,几秒后开始|间隔时间|持续时间下限,持续时间上限|加速倍数 */
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BloodMoon = 39,
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/**关卡魔眼,几秒后开始|间隔时间|持续时间|生效间隔下限,生效间隔上限|护盾血量系数 */
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MagicEye = 40,
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/**新机制女巫,几秒后开始,间隔时间,持续时间,释放间隔时间,回血系数 */
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Witch = 41,
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/**新机制血包加血,几秒后开始,次数下限,次数上限,间隔下限,间隔上限,血包存在时间,加血系数 */
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BloodBagAddHp = 42,
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/**道具模式机制随机组和随机数量 */
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PropModeRandomNewPlay = 43,
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/**困难奖励倍数、地狱奖励倍数 */
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DifficultyModleAddRatio = 44,
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//道具副本攻击力、冷却、暴击率、宝箱增伤
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PropChallengeAddAtk = 45,//道具副本攻击力
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GachaChallengeID = 46,//抽卡副本挑战次数
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//抽卡怪物血量
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GachaMonsterHp = 47,//抽卡怪物血量
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//宝箱模式怪物血量
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BoxMonsterHp = 48,//宝箱模式怪物血量
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//boss模式配置1
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BossChallenge1 = 49,
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//boss模式配置2
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BossChallenge2 = 50,
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/**boss模式怪物血量 */
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BossMonsterHp = 51,//boss模式怪物血量
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/**boss模式关卡ID */
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BossChallengeID = 52,//boss模式挑战次数
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/**boss模式属性加成配置:攻击力、冷却、暴击率、boss减速 */
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BossChallengeAttConf = 53,
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/**boss模式,复活次数修改速度 */
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BossChallengeReviveCount = 54,
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}
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/**常量表数据管理 */
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export class ConstManager{
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/**获取常量表数据 */
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public static getAllConstList(){
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let list = gg.data.table.getTableList<ITableConst>(TableNames.Const);
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// console.log('allList===',list)
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return list
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}
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/**
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* 通过类型id获取常量数据(number类型)
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* @param typeId 类型id
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*/
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public static getConstValueById(typeId){
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let allList = this.getAllConstList()
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let config = allList.find(x => x.id == typeId)
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// console.log('获取特定章节的配表数据==id,config=',typeId,config)
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return config.constValue
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}
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/**
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* 通过类型id获取常量数据(string类型)
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* @param typeId 类型id
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*/
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public static getConstStringById(typeId){
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let allList = this.getAllConstList()
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let config = allList.find(x => x.id == typeId)
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// console.log('获取特定章节的配表数据==id,config=',typeId,config)
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return config.constString
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}
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}
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